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		<title>BMesh</title>
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		<h1>BMesh</h1>
		<p>Inherites from <a href="BShape.html">BShape</a></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BMesh(const BString&)">BMesh</a>(const BString& name = BString());</td></tr>
			<tr><td align="right"></td><td><a href="#~BMesh()">~BMesh</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setVertices(BVectorArray*)">setVertices</a>(BVectorArray* vertices);</td></tr>
			<tr><td align="right">BVectorArray* </td><td><a href="#vertices()">vertices</a>();</td></tr>
			<tr><td align="right">const BVectorArray* </td><td><a href="#vertices()">vertices</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setNormals(BVectorArray*)">setNormals</a>(BVectorArray* normals);</td></tr>
			<tr><td align="right">BVectorArray* </td><td><a href="#normals()">normals</a>();</td></tr>
			<tr><td align="right">const BVectorArray* </td><td><a href="#normals()">normals</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setColors(BColorArray*)">setColors</a>(BColorArray* colors);</td></tr>
			<tr><td align="right">BColorArray* </td><td><a href="#colors()">colors</a>();</td></tr>
			<tr><td align="right">const BColorArray* </td><td><a href="#colors()">colors</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#setTexCoords(BCoordArray*,int)">setTexCoords</a>(BCoordArray* texCoords, int unit = 0);</td></tr>
			<tr><td align="right">const BCoordArray* </td><td><a href="#texCoords(int)">texCoords</a>(int unit = 0) const;</td></tr>
			<tr><td align="right">BCoordArray* </td><td><a href="#texCoords(int)">texCoords</a>(int unit = 0);</td></tr>
			<tr><td align="right">void </td><td><a href="#setFaces(BFaceArray*)">setFaces</a>(BFaceArray* faces);</td></tr>
			<tr><td align="right">BFaceArray* </td><td><a href="#faces()">faces</a>();</td></tr>
			<tr><td align="right">const BFaceArray* </td><td><a href="#faces()">faces</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#clear()">clear</a>();</td></tr>
			<tr><td align="right">bool </td><td><a href="#empty()">empty</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#smooth()">smooth</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#reversal()">reversal</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#optimize()">optimize</a>();</td></tr>
		</table>
		<h2>protected</h2>
		<table id="protected"><tr><td align="right">virtual BBox </td><td><a href="#refresh()">refresh</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#render(BRender&)">render</a>(BRender& render);</td></tr>
		</table>
		<div id="desc">
			<h2>Detailed Description : </h2>
		</div>
		<h2 id="docs">Member Function Documentation</h2>
		<div id="BMesh(const BString&)">
			<h3>BMesh(const BString& name = BString());</h3>
		</div>
		<div id="~BMesh()">
			<h3>~BMesh();</h3>
		</div>
		<div id="setVertices(BVectorArray*)">
			<h3>void setVertices(BVectorArray* vertices);</h3>
		</div>
		<div id="vertices()">
			<h3>BVectorArray* vertices();</h3>
		</div>
		<div id="vertices()">
			<h3>const BVectorArray* vertices() const;</h3>
		</div>
		<div id="setNormals(BVectorArray*)">
			<h3>void setNormals(BVectorArray* normals);</h3>
		</div>
		<div id="normals()">
			<h3>BVectorArray* normals();</h3>
		</div>
		<div id="normals()">
			<h3>const BVectorArray* normals() const;</h3>
		</div>
		<div id="setColors(BColorArray*)">
			<h3>void setColors(BColorArray* colors);</h3>
		</div>
		<div id="colors()">
			<h3>BColorArray* colors();</h3>
		</div>
		<div id="colors()">
			<h3>const BColorArray* colors() const;</h3>
		</div>
		<div id="setTexCoords(BCoordArray*,int)">
			<h3>bool setTexCoords(BCoordArray* texCoords, int unit = 0);</h3>
		</div>
		<div id="texCoords(int)">
			<h3>const BCoordArray* texCoords(int unit = 0) const;</h3>
		</div>
		<div id="texCoords(int)">
			<h3>BCoordArray* texCoords(int unit = 0);</h3>
		</div>
		<div id="setFaces(BFaceArray*)">
			<h3>void setFaces(BFaceArray* faces);</h3>
		</div>
		<div id="faces()">
			<h3>BFaceArray* faces();</h3>
		</div>
		<div id="faces()">
			<h3>const BFaceArray* faces() const;</h3>
		</div>
		<div id="clear()">
			<h3>void clear();</h3>
		</div>
		<div id="empty()">
			<h3>bool empty() const;</h3>
		</div>
		<div id="smooth()">
			<h3>void smooth();</h3>
		</div>
		<div id="reversal()">
			<h3>void reversal();</h3>
		</div>
		<div id="optimize()">
			<h3>void optimize();</h3>
		</div>
		<div id="refresh()">
			<h3 id="refresh()">virtual BBox refresh();</h3>
		</div>
		<div id="render(BRender&)">
			<h3 id="render(BRender&)">virtual void render(BRender& render);</h3>
		</div>
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